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fix(vessels): pin the idle-render contract and move the entry to a fragment
- The trailing visibility frame uses the layer's injectable runtime timer and is cancelled by resetState as well as disable and destroy. - An empty-feed regular pass records the camera pose, so later in-cadence frames do not keep scheduling trailing frames. - New renderGovernor.test.mjs: a parked camera schedules nothing, a stopped camera gets exactly one trailing frame and no self-wake, a forced pass requests its frame, destroy cancels the timer. - The CHANGELOG entry moves to changelog.d/871-vessels-idle-render.md; docs say the hold also covers vessels dimmed under a live target.
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- Let the scene idle with AIS vessels enabled. Vessels no longer hold the
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continuous render loop; they request frames for new data and selection, one
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trailing frame after the camera stops, and hold the loop only while focus
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emphasis animates or a vessel stays dimmed under a tracked target. A parked
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vessels-only scene went from continuous rendering to 0 frames in 5 s. While
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anything is tracked, the vessel focus pass skips hidden sprites at rest:
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about 4 ms to 1.2 ms per pass over 12,000 vessels (waar19, #871).
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